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That's a possibility. I partly limited the list because otherwise it's just way too much.

I also got it to avoid allowing skill duplication.

Not trying to be facetious here, because there are some things I still don't grasp very well, but can't you avoid skill duplication by designating each skill as "add once" or "is unique" or something like that?

Not trying to be facetious here, because there are some things I still don't grasp very well, but can't you avoid skill duplication by designating each skill as "add once" or "is unique" or something like that?

Ah, well, in this system, everyone has every skill at the start, just at 0 ranks. There's no such thing as a "Trained skill". The system for Advances is that, at the end of a successful job, every player chooses to either gain a new Skill Specialty, or to advance three different skills (two of which are supposed to be skills that they used) by one point each. Anyhow, because every skill chosen is a Pick on the Advance, I just modified the code so that it excluded any skill that already existed. So, when in the dialog, if you set two of the skill choices to Athletics and Xenobiology, the selection logic for the third one is "Skill.? & !skAthlete & !skXeno". ^_^ It works pretty well.

Ah, well, in this system, everyone has every skill at the start, just at 0 ranks. There's no such thing as a "Trained skill". The system for Advances is that, at the end of a successful job, every player chooses to either gain a new Skill Specialty, or to advance three different skills (two of which are supposed to be skills that they used) by one point each. Anyhow, because every skill chosen is a Pick on the Advance, I just modified the code so that it excluded any skill that already existed. So, when in the dialog, if you set two of the skill choices to Athletics and Xenobiology, the selection logic for the third one is "Skill.? & !skAthlete & !skXeno". ^_^ It works pretty well.

But you shouldn't have to do it that way ... I don't think. Unless we're talking past each other, which is quite possible. Regardez vous:

Huh. I wasn't thinking of it that way. That said, it doesn't work for me because the skills were all marked as unique and, until I made the change to the selection logic, it was possible to select the same skill for multiple Choice boxes, adding multiple copies of the pick to the advance, and causing errors when you tried to remove one of them.

Huh. I wasn't thinking of it that way. That said, it doesn't work for me because the skills were all marked as unique and, until I made the change to the selection logic, it was possible to select the same skill for multiple Choice boxes, adding multiple copies of the pick to the advance, and causing errors when you tried to remove one of them.

Well, foo. I thought I had a working example of this, but I can't find it. So maybe I was just imagining things.

Ah, were you the other person working on something like this? I found a reference on the boards, with Mathias advising just making it a Validation thing, but I couldn't remember who it was, or which system.

Ah, were you the other person working on something like this? I found a reference on the boards, with Mathias advising just making it a Validation thing, but I couldn't remember who it was, or which system.

I have asked a question in the past where I've received that type of answer. I wasn't too keen on it at the time, but I realized it was the right answer. In general, it's less work, and it allows for instances where a GM might grant an exception to a rule, regardless of validation errors.